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70
src/Ryujinx.Audio/Renderer/Dsp/Command/UpsampleCommand.cs
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70
src/Ryujinx.Audio/Renderer/Dsp/Command/UpsampleCommand.cs
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using Ryujinx.Audio.Renderer.Server.Upsampler;
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using System;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class UpsampleCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.Upsample;
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public uint EstimatedProcessingTime { get; set; }
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public uint BufferCount { get; }
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public uint InputBufferIndex { get; }
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public uint InputSampleCount { get; }
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public uint InputSampleRate { get; }
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public UpsamplerState UpsamplerInfo { get; }
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public Memory<float> OutBuffer { get; }
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public UpsampleCommand(uint bufferOffset, UpsamplerState info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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InputBufferIndex = 0;
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OutBuffer = info.OutputBuffer;
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BufferCount = bufferCount;
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InputSampleCount = sampleCount;
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InputSampleRate = sampleRate;
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info.SourceSampleCount = inputCount;
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info.InputBufferIndices = new ushort[inputCount];
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for (int i = 0; i < inputCount; i++)
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{
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info.InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
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}
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if (info.BufferStates?.Length != (int)inputCount)
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{
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// Keep state if possible.
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info.BufferStates = new UpsamplerBufferState[(int)inputCount];
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}
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UpsamplerInfo = info;
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}
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private Span<float> GetBuffer(int index, int sampleCount)
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{
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return UpsamplerInfo.OutputBuffer.Span.Slice(index * sampleCount, sampleCount);
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}
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public void Process(CommandList context)
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{
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uint bufferCount = Math.Min(BufferCount, UpsamplerInfo.SourceSampleCount);
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for (int i = 0; i < bufferCount; i++)
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{
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Span<float> inputBuffer = context.GetBuffer(UpsamplerInfo.InputBufferIndices[i]);
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Span<float> outputBuffer = GetBuffer(UpsamplerInfo.InputBufferIndices[i], (int)UpsamplerInfo.SampleCount);
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UpsamplerHelper.Upsample(outputBuffer, inputBuffer, (int)UpsamplerInfo.SampleCount, (int)InputSampleCount, ref UpsamplerInfo.BufferStates[i]);
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}
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}
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}
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}
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